/*


Well, the idea here is that we aren't going to deviate TOO much from bucklands method,
but we're going to do what we deem necessary to make this bastard work and work right.
				This time.

Don't slash code without talking to me about it first, I can't stress this enough. 
	Brandon I know you make programs work somehow, but this is a group project and we 
can't afford slash tactics right now.

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1) Construct Statemachine.h without states
	This is used to handle the change constant of states
	
							:Progress:
	K13 - I've got alot of the base stuff down.
			Though I've left a couple questions.
	K13 - Really helped me understand things.
			Moving onto State.h, since the machine calls it.

//////////////////////////////////////////////////////////////

2) Construct State.h
	This is the base state we're going to derive from.
							
							:Progress:
	K13 - Again I've got the base stuff down.
			You can double check me if you like.

//////////////////////////////////////////////////////////////

3) Construct BaseGameEntity
	This is the base state we're going to derive from.
							:Progress: 

	K13 - Base stuff Down
			I actually included the contents of BaseGameEntity.cpp
			So that we've one less file to sort through.

//////////////////////////////////////////////////////////////
NEXT TASK == MAKE SURE THAT EVERYTHING PUT DOWN SO FAR IS FLAWLESS